Turns out the palette is actually identical to that in wh40k.pcx
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@@ -220,8 +220,10 @@ be 128x96, or 12288 bytes at 8bpp.
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It seems pixels can be larger than a cell - TZEENTCH.OBJ is almost 2 cells high,
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for instance.
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0x002-0x003 changes in step with total number of pixels, but that doesn't seem
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to account for the difference.
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Loading a constructed `palette.obj` containing 1x63 pixels, with 0x0000 for the
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first 32 bits, caused WH40K_TD.exe to render the pixels far to the left and above
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the cell the palette objects were being placed into. This suggests they
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represent an x,y offset to draw to. Need to experiment more.
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Considering sprites with a 1,1 x,y.
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